How do I hold this thing? Controlling reconstructed Q*berts

2017 ◽  
Vol 19 (10) ◽  
pp. 1581-1598 ◽  
Author(s):  
James A Hodges

Preserving a historically significant video game frequently requires either preserving or adapting a touchable interface for contemporary use. While control techniques are often evaluated in terms of fidelity between in- and out-of-game actions, this essay emphasizes several ways that fidelity must be actively constructed. Bringing a haptic perspective on video gaming into conversation with game history and preservation, this essay examines ways that textual materials surrounding and supplementing a work can be used to construct haptic fidelity. The video game Q*bert is selected as a case study both because of its historical and cultural significance and because it makes idiosyncratic use of controller and force-feedback technologies. The essay concludes that playing Q*bert in a preservation setting requires several unique accommodations at the level of touchable interface, and each accommodation illustrates another way that supplementary texts help construct historical haptic fidelity.

Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


2020 ◽  
Vol 4 (1) ◽  
pp. 1-13
Author(s):  
Miriam R. Aczel ◽  
Karen E. Makuch

This case study analyzes the potential impacts of weakening the National Park Service’s (NPS) “9B Regulations” enacted in 1978, which established a federal regulatory framework governing hydrocarbon rights and extraction to protect natural resources within the parks. We focus on potential risks to national parklands resulting from Executive Orders 13771—Reducing Regulation and Controlling Regulatory Costs [1]—and 13783—Promoting Energy Independence and Economic Growth [2]—and subsequent recent revisions and further deregulation. To establish context, we briefly overview the history of the United States NPS and other relevant federal agencies’ roles and responsibilities in protecting federal lands that have been set aside due to their value as areas of natural beauty or historical or cultural significance [3]. We present a case study of Theodore Roosevelt National Park (TRNP) situated within the Bakken Shale Formation—a lucrative region of oil and gas deposits—to examine potential impacts if areas of TRNP, particularly areas designated as “wilderness,” are opened to resource extraction, or if the development in other areas of the Bakken near or adjacent to the park’s boundaries expands [4]. We have chosen TRNP because of its biodiversity and rich environmental resources and location in the hydrocarbon-rich Bakken Shale. We discuss where federal agencies’ responsibility for the protection of these lands for future generations and their responsibility for oversight of mineral and petroleum resources development by private contractors have the potential for conflict.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


2021 ◽  
Author(s):  
Mark J Keith ◽  
Douglas Dean ◽  
James Eric Gaskin ◽  
Greg Anderson

BACKGROUND Organizations of all types require the use of teams. Poor team member engagement costs billions of US dollars annually. OBJECTIVE Explains how team building can be accomplished with team video gaming (TVG) based on a team cohesion model enhanced by team flow theory. METHODS In this controlled experiment, teams were randomly assigned to a TVG treatment or a control treatment. Team performance was measured on basic tasks both pre- and post-treatment. Then teams who received the TVG treatment competed against other teams by playing the Halo™ or Rock Band™ video game for 45 minutes. RESULTS On the posttest task, teams from the TVG treatments were significantly more productive than teams that did not experience TVG. Our model explained performance improvement about twice as well as prior related research. CONCLUSIONS The focused immersion caused by TVG increased team performance while the enjoyment component of flow decreased team performance on the posttest. Both flow and team cohesion contributed to team performance, with flow contributing more than cohesion. TVG did not increase team cohesion so TVG effects are independent of cohesion. TVG is a valid practical method for developing and improving newly formed teams CLINICALTRIAL n/a


Author(s):  
Simon Abramov ◽  
Alexander Korotin ◽  
Andrey Somov ◽  
Evgeny Burnaev ◽  
Anton Stepanov ◽  
...  

2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


1970 ◽  
pp. 22-36
Author(s):  
Jonathan Westin ◽  
Gunnar Almevik

Using the wooden church of Södra Råda as a case study, this article concerns new applications of technology to contextualise and activate archive material in situ at places of cultural significance. Using a combination of augmented reality and virtual reality, we describe a process of turning historical photographs and two-dimensional reconstruction drawings into three-dimensional virtual models that can be lined up to a physical space. The leading questions for our investigation concern how archive material can be contextualised, and how the result may be made accessible in situ and contribute to place development. The result of this research suggests possibilities for using historical photographs to faithfully reconstruct lost historical spaces as three-dimensional surfaces that contextualise documentation and offer spatial information.


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